Character concept by Harry McKenzie, all rights reserved.
Duke of the Stonehelms
Commodore of the Rattler II
“Just because I protect the innocent, doesn't mean I am.”
Date of Birth: circa 1213 Avard.
Current Status: Summer, 1331 Avard. Commodore Seamus and his ship the Rattler II are often found patrolling the waters around Rakore, coordinating the works of the Rakoran Navy, and fighting off pirates, Nabrolians, and Inquisition forces. Never far from his side is the shadowy bodyguard and lover Cleo and his cleric of Olorin and bodyguard Maui. He also often travels with a crack marine unit, headed by Sir Angus Stonehelm, with the halfling sorceress Seraphina Scrubfire and the battlemage Xavien de Lance, the gnoll Hrothgar, the minotaur Tor, and the half-elemental Bjarne Bearstrider. One of the commodore's secret weapons is the winged paladin Jena. His Ship's Medic is a former chaplain of Kashin and priest of Curiss, Cassandra. The commodore has a unique reconnaissance asset – a tiny flying elf known as Trixie.
Seamus is a moderately-sized sylvan elf with green eyes and short-cut black hair, approximately 115 years of age. He dresses in nondescript leather trousers with good walking boots, as well as fair cotton tunics – and in foul weather, a cloak with a dwarven clasp. His light step, gentle smile, and merry eyes put people well-enough at ease – even in the most trying of circumstances. When he moves, he moves with a mingled combination of elven grace and dwarven stubbornness, instantly drawing the experienced eye.
Seamus' most important possessions are his bagpipes, and his lock picks. He also carries a well-worn traveller's pack with a bed roll, flint and steel, ink, parchments, oil flasks, quills, and spare quarrels, plus smokesticks. He wears a beltpouch and a waterskin, and carries a light crossbow for armorment, in addition to his enchanted rapier (which glows an evil, fiery red just along the blade's edge). He carries a silvered-dagger for use against the undead. His enchanted acquisitions include a pair of enchanted gauntlets made from the hide of a yellowish ogre, and a royal purple cloak with enchantments aplenty on it. He's also acquired an orange-gold, alabaster holy symbol of Habrem with a song of healing inscribed on it, worth thousands of gold pieces. Seamus wears a kiriath bracelet that makes him invisible to the undead about one ankle, as well. Sometimes on him, and sometimes not, is a watered-steel longword that bears the Official Seal of Rakore stamped on the base of the blade – an indication of his knighting.
Seamus was taken in by the Stonehelm side of the Warkore Dwarves around 1213 Avard. The elven foundling was given a good dwarven name, and raised as a dwarf – for the Stonehelm side of the clan was notorious for a wicked sense of humor. They were determined to raise an elf 'proper like, so he could grow intae a right good dwarf'. Seamus showed a strong liking for the fierce, proud, and rather humorous dwarves. He eventually became a skald – or bard – for the Stonehelm side, playing an odd human instrument known as the bagpipes. The bagpipes suited the Stonehelm side of the Warkore Clan well enough, and the fierce warriors took a considerable liking to their dwarf-raised elf.
During the ogran wars of the Warkore Clan, Seamus had ample opportunity to battle crafty kobolds, smelly orcs, and frightening ogres in the mountains of his home. Somewhere along the way, he picked up one of the Kobold dialects. At one point, he even befriended a kobold ranger that was as exasperated with the ogran wars as the dwarves were. The kobold ranger, Kyipyirip, still hangs around the Stonehelm mountains as a recluse that keeps the local wolves and bears in check.
After the War of the Undead, Seamus had a chance to wander about the new nation of Rakore for perhaps half the year, before returning to his hearth with the Stonehelms. In 1327, though, the wanderlust grew to be too great. He said only a bit of a goodbye to the Stonehelms, who knew it was time their 'dwarf' went out in search of himself. Seamus bartered his bardic abilities for passage to any distant land, and set sail.
Seamus then became embroiled in a quest to find the ancient artifact known as Al Mudim. He has been hired on by Firestorm of Gideon Enterprises, and given control of the light galleon Rattler to accomplish his mission. While hunting pirates in the summer of 1329, he was awarded the title of 'knight' after sending one pirate to the bottom or the sea, and helping capture two others.
Not long afterwards, a defining moment in Seamus' life occurred. His cousin Angus was practically destroyed by a number of trolls in the village of Kestaria. In order to bring Angus back from beyond the brink of death, Seamus was forced to take on the priestly orders of his patron goddess, Habrem.
During the War of the Four Winds, Captain Seamus was promoted to Commodore and given control of a fleet of ships. Most of the Stonehelm Clan was wiped out by the war, and it tore at Seamus' heart – and made him Duke of the Stonehelm Clan.
A year later, he hunted down and killed his twin, the Dread Pirate Anthilles.
Seamus has a fine sense of humor, and a rare gift for hiding things in plain sight – particularly humor. A trusting sort of soul, he gives his all for his friends and his companions – always putting a good spin on things, and seeking to keep his crew content and eager to do battle against the enemies of their nation.
Seamus projects an aura of friendship and good humor to those around him, but can turn into a cold, ruthless and cunning tactician on a moments notice. His good humor and self-deprecating wit mask a ruthless and single-minded determination. He will do whatever it takes, no matter the cost, to ensure the survival of his homeland. While the others have lines they won't cross, he does not. He will not hesitate to do whatever dirty work needed to ensure that Rakore pulls itself back up from the carnage of the War of the Four Winds.
Seamus speaks Common, Dwarven, Koboldric, and Elven.
Male Sylvan Elf, 4th-Level Bard, 2nd-Level Fighter, 1st-Level Cleric
STR 15, DEX 17, CON 10, INT 12, WIS 11, CHA 15
HP 38, Fort +6, Refl +10, Will +7
Skills: Appraise +9, Balance +8, Bluff +5, Climb +4, Disguise +4, Gather Information +5, Hide +6, Intimidate +3, Jump +5, Knowledge (history) +6, Open Lock +8, Perform (bagpipes) +9, Perform (storytelling) +9, Pick Pocket +7, Profession (sailor) +8, Speak Language +2 (pending), Spot +7, Swim +8, Use Rope +8.
Feats: Weapon Finesse (Rapier), Craft Wonderous Item, Combat Reflexes, Quick Draw, Improved Critial (rapier), Leadership.